player damage, player death, slime damage, slime death, custom resources, multiple levels

This commit is contained in:
OddlyTimbot committed 2026-11-03 20:50:06 -05:00
1 parent c1bdb544a6
commit fc58589840
19 files changed
+1397 -39

No files matched your search

+4
View File
@@ -19,3 +19,7 @@ func _on_body_entered(body: Node2D) -> void:
func setSpeed(value)->void:
speed = value
func _on_area_entered(area: Area2D) -> void:
bulletDamageSignal.emit(area, self)
+65 -6
View File
@@ -2,51 +2,110 @@ class_name GameController extends Node2D
signal teleportSignal(body:RigidBody2D)
signal destroySignal(body)
signal damageSignal(body)
var numberOfCrates = 2
var totalCoins = 0
var coinsRemaining = 0
var coinsCollected = 0
var enemiesDict={}
var playerStats={
"health":100,
"meleeAttack": 50,
"rangeAttack": 20
}
var enemy:CharacterStats
var player:CharacterStats
# level information
var levelArray=["res://scenes/game.tscn", "res://scenes/level2.tscn", "res://scenes/level3.tscn"]
var currentLevel = 0
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
get_window().grab_focus()
enemy = load("res://scripts/rscs/slimeStats.tres")
player = load("res://scripts/rscs/playerStats.tres")
func reset()->void:
playerStats={
"health": player.currentHealth,
"meleeAttack": player.meleeDamage,
"rangeAttack": player.rangeDamage
}
coinsCollected = 0
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func _on_trigger(effect: Variant, Object: Variant) -> void:
print("GC knows about trigger")
match effect:
"destroy":
if not Object is Player:
destroySignal.emit(Object)
"teleport":
print("Trigger wants to teleport")
if Object is Crate:
teleportSignal.emit(Object)
func _on_bullet_hit(body, bullet) -> void:
print("GC knows bullet hit")
func _on_bullet_hit(body, bullet) -> void:
if body is Crate:
destroySignal.emit(body)
destroySignal.emit(bullet)
if body is Slime:
enemiesDict[body]["health"] -= playerStats.rangeAttack
if enemiesDict[body]["health"] <= 0:
print("Enemy is dead")
destroySignal.emit(body)
destroySignal.emit(bullet)
removeEnemyFromLevel(body)
else:
print("Enemy takes damage")
destroySignal.emit(bullet)
damageSignal.emit(body)
func crateTotal(amount)->void:
numberOfCrates = amount
if numberOfCrates<=0:
print("YOU WON!!!")
if currentLevel<levelArray.size()-1:
currentLevel +=1
else:
currentLevel = 0
levelChange()
func coinTotal(amount)->void:
if totalCoins == 0:
totalCoins = amount
coinsRemaining = amount
print("Collected "+str(totalCoins-coinsRemaining)+" of "+str(totalCoins) )
func coinCollected(body, coin)->void:
if body is Player:
#give them a coin
coinsCollected +=1
destroySignal.emit(coin)
func slimeAttack(body, slime)->void:
playerStats.health -= enemiesDict[slime].meleeDamage
if playerStats.health >0:
print("player takes damage")
damageSignal.emit(body)
else:
print("player is dead!!")
destroySignal.emit(body)
func addEnemyToLevel(slime)->void:
var stat={
"health":enemy.currentHealth + randi_range(0,10),
"meleeDamage":enemy.meleeDamage + randi_range(0,8)
}
enemiesDict[slime]=stat
func removeEnemyFromLevel(enemy)->void:
enemiesDict.erase(enemy)
func levelChange()->void:
get_tree().change_scene_to_file(levelArray[currentLevel])
+21 -3
View File
@@ -11,10 +11,11 @@ class_name Player extends CharacterBody2D
var direction
signal bulletSignal(pos, speed)
signal deathCompleteSignal
enum FaceDirection {LEFT,RIGHT}
var facing:FaceDirection = FaceDirection.RIGHT
enum PlayerStates {IDLE,RUNNING,JUMPING,FALLING}
enum PlayerStates {IDLE,RUNNING,JUMPING,FALLING, HURT, DEATH}
var current_player_state:PlayerStates = PlayerStates.IDLE
var upJump:bool = false
@@ -31,8 +32,8 @@ func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
handle_input()
if not current_player_state == PlayerStates.DEATH:
handle_input()
handle_movement()
handle_states()
handle_animations()
@@ -133,9 +134,26 @@ func handle_animations()->void:
player_graphic.play("jump")
PlayerStates.FALLING:
player_graphic.play("fall")
PlayerStates.HURT:
player_graphic.play("hurt")
PlayerStates.DEATH:
player_graphic.play("death")
func _animation_finished() -> void:
match current_player_state:
PlayerStates.JUMPING:
upJump = false
PlayerStates.HURT:
current_player_state = PlayerStates.IDLE
PlayerStates.DEATH:
deathCompleteSignal.emit()
func takeDamage()->void:
print("player taking damage")
current_player_state = PlayerStates.HURT
func kill()->void:
print("kill the player")
current_player_state = PlayerStates.DEATH
+9
View File
@@ -0,0 +1,9 @@
class_name CharacterStats extends Resource
@export var currentHealth := 100
@export var maxHealth := 150
@export var startingHealth := 100
#damage
@export var meleeDamage := 20
@export var rangeDamage := 15
+1
View File
@@ -0,0 +1 @@
uid://bjb5jd6442ta7
+12
View File
@@ -0,0 +1,12 @@
[gd_resource type="Resource" script_class="CharacterStats" format=3 uid="uid://6ijgoaamy7w1"]
[ext_resource type="Script" uid="uid://bjb5jd6442ta7" path="res://scripts/rscs/characterstats.gd" id="1_sqkfu"]
[resource]
script = ExtResource("1_sqkfu")
currentHealth = 150
maxHealth = 200
startingHealth = 150
meleeDamage = 0
rangeDamage = 30
metadata/_custom_type_script = "uid://bjb5jd6442ta7"
+12
View File
@@ -0,0 +1,12 @@
[gd_resource type="Resource" script_class="CharacterStats" format=3 uid="uid://5bqgu1h1cmaa"]
[ext_resource type="Script" uid="uid://bjb5jd6442ta7" path="res://scripts/rscs/characterstats.gd" id="1_ppipo"]
[resource]
script = ExtResource("1_ppipo")
currentHealth = 80
maxHealth = 90
startingHealth = 80
meleeDamage = 10
rangeDamage = 0
metadata/_custom_type_script = "uid://bjb5jd6442ta7"
+36 -13
View File
@@ -1,10 +1,10 @@
class_name SceneManager extends Node2D
@onready var triggers: Node2D = $"../Triggers"
@onready var game: GameController = $".."
@onready var player: Player = $"../Player"
@onready var crates: Node2D = $"../Crates"
@onready var coins: Node2D = $"../Coins"
@onready var enemies: Node2D = $"../Enemies"
#recipe for bullets
var bullet = preload("res://scenes/bullet.tscn")
@@ -14,12 +14,16 @@ var bulletArray:Array[Bullet] = []
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
Gamecontroller.reset()
buildLevel()
game.teleportSignal.connect(teleport)
game.destroySignal.connect(destroy)
Gamecontroller.teleportSignal.connect(teleport)
Gamecontroller.destroySignal.connect(destroy)
Gamecontroller.damageSignal.connect(damage)
player.bulletSignal.connect(makeBullet)
player.deathCompleteSignal.connect(Gamecontroller.levelChange)
updateCrates()
updateCoins()
updateEnemies()
# Called every frame. 'delta' is the elapsed time since the previous frame.
@@ -36,7 +40,7 @@ func updateCrates()->void:
obj.tree_exited.connect(updateCrates)
totalCrates +=1
# tell the gamecontroller how many crates
game.crateTotal(totalCrates)
Gamecontroller.crateTotal(totalCrates)
func updateCoins()->void:
var totalCoins = 0
@@ -45,17 +49,26 @@ func updateCoins()->void:
if obj is Coin:
if not obj.tree_exited.is_connected(updateCoins):
obj.tree_exited.connect(updateCoins)
if not obj.coinCollisionSignal.is_connected(game.coinCollected):
obj.coinCollisionSignal.connect(game.coinCollected)
if not obj.coinCollisionSignal.is_connected(Gamecontroller.coinCollected):
obj.coinCollisionSignal.connect(Gamecontroller.coinCollected)
totalCoins +=1
game.coinTotal(totalCoins)
Gamecontroller.coinTotal(totalCoins)
func updateEnemies()->void:
if enemies:
for obj in enemies.get_children():
var enemy = obj as Slime
if enemy:
Gamecontroller.addEnemyToLevel(enemy)
if not enemy.enemyAttackSignal.is_connected(Gamecontroller.slimeAttack):
enemy.enemyAttackSignal.connect(Gamecontroller.slimeAttack)
func buildLevel()->void:
if triggers:
for obj in triggers.get_children():
if obj is Trigger:
if not obj.areaTriggered.is_connected(game._on_trigger):
obj.areaTriggered.connect(game._on_trigger)
if not obj.areaTriggered.is_connected(Gamecontroller._on_trigger):
obj.areaTriggered.connect(Gamecontroller._on_trigger)
func teleport(body, _bodyposition=null)->void:
if body is Crate:
@@ -80,8 +93,8 @@ func bulletFactory()->Bullet:
myBullet = bullet.instantiate()
add_sibling(myBullet)
#wire up a signal to the game controller
if not myBullet.bulletDamageSignal.is_connected(game._on_bullet_hit):
myBullet.bulletDamageSignal.connect(game._on_bullet_hit)
if not myBullet.bulletDamageSignal.is_connected(Gamecontroller._on_bullet_hit):
myBullet.bulletDamageSignal.connect(Gamecontroller._on_bullet_hit)
else:
#recycle bullet
myBullet = bulletArray.pop_back()
@@ -97,7 +110,17 @@ func destroy(target)->void:
target.queue_free()
if target is Coin:
target.queue_free()
if target is Slime:
target.queue_free()
if target is Player:
target.kill()
func damage(target)->void:
if target is Slime:
target.takeDamage()
if target is Player:
target.takeDamage()
func stash(target:Bullet)->void:
print("stash a bullet")
#hide the bullet off-screen
+9 -1
View File
@@ -14,7 +14,7 @@ var facing:FaceDirection = FaceDirection.RIGHT
#direction 1 move to right, 0 no movement, -1 to the left
var direction = 1
enum EnemyStates {RUN, ATTACK, SPAWN}
enum EnemyStates {RUN, ATTACK, SPAWN, HURT}
var currentEnemyState:EnemyStates = EnemyStates.SPAWN
@@ -51,6 +51,8 @@ func handleAnimation()->void:
slime_graphic.play("run")
EnemyStates.ATTACK:
slime_graphic.play("attack")
EnemyStates.HURT:
slime_graphic.play("attack")
func handleCollisions()->void:
if not right_down_cast.is_colliding():
@@ -84,3 +86,9 @@ func _on_animation_finished() -> void:
EnemyStates.ATTACK:
currentEnemyState = EnemyStates.RUN
direction = (randi() % 2) *2 -1
EnemyStates.HURT:
currentEnemyState = EnemyStates.RUN
func takeDamage()->void:
print("Slime taking damage!!")
currentEnemyState = EnemyStates.HURT